"The World is Changing" - Reason why Sea of Thieves is Dying

  • For those of you who managed to stick around this long and played the game in the last couple of weeks, you probably came across the server-swapping message informing you that the World is Changing. What this means is that the game has detected a complete absence of anyone in your area and has shifted you to another, more populated server. This is an undeniable sign that players are leaving this game as I've not encountered this once during the first 2 months after release. But now, it is not uncommon to sail for a good 30 minutes without seeing a single sail on the horizon.

    So what went wrong? (other than Hungering Deep, of course) Well, simply put, the developers have failed to create an entertaining end game, and those patient enough to grind to the legendary status have no further motivation to play. This came to be because they tried to make this game both PVE and PVP simultaneously, but have failed to capture the lasting allure of either. I'll try to explain both aspects below.

    PVE

    Single-player and multiplayer PVE games tend to make the experience last because they generally rely on a variety of quests, levelling, items, involved and difficult gameplay, or a captivating story to keep you playing. One can argue that SoT presently does not really have any of those elements. While I understand that the developers wanted to steer clear of offering metagame advantages through more powerful items or levels (a decision I strongly support), there are other ways to offer longevity. The shortage of quests and their limited involvement is noticeable after only a few hours of play. There can be way more things that players could be doing such as whale harpooning, raiding heavily defended forts, fishing, etc. Rare is presently making an assumption that simply adding more items for people to grind towards is appropriate. I'm sure there will be next set of Athena-type levels and treasures, requiring an even greater repetition of tedious tasks, but that is a very lazy way to artificially add gameplay. For ideas on what made great pirate games, one need simply look at the original Pirates, Sea Dogs, and Age of Pirates (all of which carry the same format).

    The Hungering Deep was an awful idea as a means to expand gameplay, because it simply doesn't. It could pass as a seasonal gimmick, but that's about it, and definitely not something that should be advertised as an "update". They have essentially offered a single quest, which could perhaps be ok if this was a single player RPG. But, for an online sandbox game, every update must include lasting gameplay features, not something you do once and never engage in again. And why would you? If they released a monster-hunting set of quests, then sure, but once you unlock everything, repetition carries no incentive. And those ludicrous community challenges such as "sitting on an explosive barrel next to 10 of each animal, playing a song drunk while the megalodon is dying behind you" are a desperate way to try and milk this already dead mega-long-d**g.

    If Rare really wanted to bring crews together, I can suggest what could have been (and still can be) done instead - a random, server-wide, repeating event where an armada of AI ships enters the map, carrying loads of treasure from one side of the map to the other, giving players a limited window in which they can engage them and steal the loot. Since the fleet would have considerable ships and be next to impossible to engage solo, crews from across the map would have to join forces to try take them on, often failing in the attempt. Obviously, sharing the loot afterwards would be yet another interesting scenario, but that's part of the fun, with everyone turning on one another and scrambling to get at least some of the floating treasure.

    To be fair, no matter how good, PVE games don't really have an engaging end game mechanic - the games with the longest life spans are predominantly PVP, as they allow the player to have fun from a repeatable yet always different engagement involving other human beings.

    PVP

    What makes any successful PVP game maintain momentum? Though SoT, indeed, does have the necessary fun PVP mechanic and gameplay, it lacks a core element - purpose. Other than looting and trolling there is really no satisfaction to be gained by engaging in PVP. PVP gamers want to be acknowledged for their skill, and that is remarkably easy to fix. There are two very simple ways to make the PVP a lot more enticing.

    The first is a bounty system. Players who kill other players should be accumulating a bounty based on how many players they kill and ships they sink before dying. Once they are killed by another player, that bounty is paid to their killer and reset, starting again. This bounty would carry over and accumulate between sessions and servers and remain with the player until dead. The better you are at PVP and the longer you last, the higher the bounty on your head will be, rising at an increasing rate with each kill. This is perfectly consistent with the nature of the game since being hunted is the default state of all pirates. This feature could be supplemented with a few minor tweaks to the game to accommodate and promote it, such as seeing the bounty of a player by viewing them with the spyglass, and by talking to the barkeep to let you know who the most wanted players are on the server and what island they were last seen at. Finally, having a separate faction branch called "Bounty Hunters" could complete the experience by also offering the traditional progression approach with players gaining XP with each bounty collected. If the developer are adamant on having an item that you have to hand in for your reward, they can easily make a slain pirate drop some kind of token which can submitted for their bounty and XP.

    The second is a leader board system which ties perfectly with the first. That will allow people to see how well they compare to other pirates . The primary board would be the bounty scale which shows how many kills and sunk ships the presently alive top pirates have accumulated. The key here is that the rating is only valid until you die, and is reset afterwards, as that is how the bounty should work. Having the board and bounty based on overall stats would rewards those who play the most instead of those who are the best. Secondary boards could include other, career-based stats, which do not contribute to the bounty.

    If the game is about being a notorious pirate, these two implementations would actually allow players to be recognized for their deeds (rather misdeeds) by other players. So if you see a player with a massive bounty on their head, you can gauge your odds and the rewards should you try to go after them. With these features, you could gain money and XP through PVP, and also gain a reputation which others could see. Simply put, you could actually come across a pirate you have heard of, which is what infamy is supposed to be about.

    Just to clarify, I am writing this not because I want to bash the game - I enjoyed playing it these last two months, but that feeling is vanishing quickly, and I would absolutely love it if this game was more than it currently is. I believe this is a great premise for a game which we have not seen before, but it is sadly underdeveloped and going to waste. As you sail the seas and are tragically moved to a different server due to absence of players, remember that the world IS, indeed, changing, but into one where people will soon completely give up on this game. Save it, please!

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  • So the game will migrate you to a new server if your server becomes empty? I've played since beta times every day for 3-5 hours and never seen this message... How interesting!

  • Omg Publish this book on Amazon bro. I don’t know what your talking about. I can’t wait to play this game when I get home.

    I know it’s super awesome cause my wife hates it. Which means it’s taking up way too much of my attention 😄

  • @glannigan said in "The World is Changing" - Reason why Sea of Thieves is Dying:

    I know it’s super awesome cause my wife hates it.

    I am done! xD That is the best thing I've read all day. This grog is for you, mate.

  • Can anyone write an executive summary of this wall of text?

  • This has been a feature in the game since the stress tests and betas, however, it hasn't always been working properly and they had to turn it off for a while. I have seen the text come up since the tests and in live, more than once - so, it is not new.

    it really has little to do with overall population levels, as each server only holds a very small amount of players (what is it, max of 16? or thereabouts?).
    If it is happening more frequently now, it is because they finally got it working properly.

  • @rod-hardwood said in "The World is Changing" - Reason why Sea of Thieves is Dying:

    For those of you who managed to stick around this long and played the game in the last couple of weeks, you probably came across the server-swapping message informing you that the World is Changing. What this means is that the game has detected a complete absence of anyone in your area and has shifted you to another, more populated server. This is an undeniable sign that players are leaving this game as I've not encountered this once during the first 2 months after release. But now, it is not uncommon to sail for a good 30 minutes without seeing a single sail on the horizon.

    So what went wrong? (other than Hungering Deep, of course) Well, simply put, the developers have failed to create an entertaining end game, and those patient enough to grind to the legendary status have no further motivation to play. This came to be because they tried to make this game both PVE and PVP simultaneously, but have failed to capture the lasting allure of either. I'll try to explain both aspects below.

    PVE

    Single-player and multiplayer PVE games tend to make the experience last because they generally rely on a variety of quests, levelling, items, involved and difficult gameplay, or a captivating story to keep you playing. One can argue that SoT presently does not really have any of those elements. While I understand that the developers wanted to steer clear of offering metagame advantages through more powerful items or levels (a decision I strongly support), there are other ways to offer longevity. The shortage of quests and their limited involvement is noticeable after only a few hours of play. There can be way more things that players could be doing such as whale harpooning, raiding heavily defended forts, fishing, etc. Rare is presently making an assumption that simply adding more items for people to grind towards is appropriate. I'm sure there will be next set of Athena-type levels and treasures, requiring an even greater repetition of tedious tasks, but that is a very lazy way to artificially add gameplay. For ideas on what made great pirate games, one need simply look at the original Pirates, Sea Dogs, and Age of Pirates (all of which carry the same format).

    The Hungering Deep was an awful idea as a means to expand gameplay, because it simply doesn't. It could pass as a seasonal gimmick, but that's about it, and definitely not something that should be advertised as an "update". They have essentially offered a single quest, which could perhaps be ok if this was a single player RPG. But, for an online sandbox game, every update must include lasting gameplay features, not something you do once and never engage in again. And why would you? If they released a monster-hunting set of quests, then sure, but once you unlock everything, repetition carries no incentive. And those ludicrous community challenges such as "sitting on an explosive barrel next to 10 of each animal, playing a song drunk while the megalodon is dying behind you" are a desperate way to try and milk this already dead mega-long-d**g.

    If Rare really wanted to bring crews together, I can suggest what could have been (and still can be) done instead - a random, server-wide, repeating event where an armada of AI ships enters the map, carrying loads of treasure from one side of the map to the other, giving players a limited window in which they can engage them and steal the loot. Since the fleet would have considerable ships and be next to impossible to engage solo, crews from across the map would have to join forces to try take them on, often failing in the attempt. Obviously, sharing the loot afterwards would be yet another interesting scenario, but that's part of the fun, with everyone turning on one another and scrambling to get at least some of the floating treasure.

    To be fair, no matter how good, PVE games don't really have an engaging end game mechanic - the games with the longest life spans are predominantly PVP, as they allow the player to have fun from a repeatable yet always different engagement involving other human beings.

    PVP

    What makes any successful PVP game maintain momentum? Though SoT, indeed, does have the necessary fun PVP mechanic and gameplay, it lacks a core element - purpose. Other than looting and trolling there is really no satisfaction to be gained by engaging in PVP. PVP gamers want to be acknowledged for their skill, and that is remarkably easy to fix. There are two very simple ways to make the PVP a lot more enticing.

    The first is a bounty system. Players who kill other players should be accumulating a bounty based on how many players they kill and ships they sink before dying. Once they are killed by another player, that bounty is paid to their killer and reset, starting again. This bounty would carry over and accumulate between sessions and servers and remain with the player until dead. The better you are at PVP and the longer you last, the higher the bounty on your head will be, rising at an increasing rate with each kill. This is perfectly consistent with the nature of the game since being hunted is the default state of all pirates. This feature could be supplemented with a few minor tweaks to the game to accommodate and promote it, such as seeing the bounty of a player by viewing them with the spyglass, and by talking to the barkeep to let you know who the most wanted players are on the server and what island they were last seen at. Finally, having a separate faction branch called "Bounty Hunters" could complete the experience by also offering the traditional progression approach with players gaining XP with each bounty collected. If the developer are adamant on having an item that you have to hand in for your reward, they can easily make a slain pirate drop some kind of token which can submitted for their bounty and XP.

    The second is a leader board system which ties perfectly with the first. That will allow people to see how well they compare to other pirates . The primary board would be the bounty scale which shows how many kills and sunk ships the presently alive top pirates have accumulated. The key here is that the rating is only valid until you die, and is reset afterwards, as that is how the bounty should work. Having the board and bounty based on overall stats would rewards those who play the most instead of those who are the best. Secondary boards could include other, career-based stats, which do not contribute to the bounty.

    If the game is about being a notorious pirate, these two implementations would actually allow players to be recognized for their deeds (rather misdeeds) by other players. So if you see a player with a massive bounty on their head, you can gauge your odds and the rewards should you try to go after them. With these features, you could gain money and XP through PVP, and also gain a reputation which others could see. Simply put, you could actually come across a pirate you have heard of, which is what infamy is supposed to be about.

    Just to clarify, I am writing this not because I want to bash the game - I enjoyed playing it these last two months, but that feeling is vanishing quickly, and I would absolutely love it if this game was more than it currently is. I believe this is a great premise for a game which we have not seen before, but it is sadly underdeveloped and going to waste. As you sail the seas and are tragically moved to a different server due to absence of players, remember that the world IS, indeed, changing, but into one where people will soon completely give up on this game. Save it, please!

    Well said. I would like to add that.creating varied playstyles through sidegrade upgrades, such as upgrading to a thicker hull with a slower speed, would improve replay ability, such as in games like Overwatch, TF2 or MOBAs.

  • TLDR; ...

  • Agreed AI gold bullion fleets and a bounty system would be nice to see. I'm noticing the decline in players, too. Hope the devs are paying attention.

  • in my opinion if they give out stats for killing pirates as well as sinking ships it will turn in to a PVP chaos where the extreme gamers will want to reach the stars in a few hours through relentless combat towards others and this can be a game breaker if not implemented correctly.

  • Joe Neate says they going to present those metrics they compile every now and then, for E3.
    Going to be interesting to see how all these doom and gloom predictions stack up.

  • @reptartheory I seen it but once in all me months of playing

    yerhar

  • Played daily since launch and only server merged about 3 times. The first being a week and a half ago and the last being right before I hopped off at 3 in the morning U.S. timezone.

  • @nwo-malice said in "The World is Changing" - Reason why Sea of Thieves is Dying:

    Played daily since launch and only server merged about 3 times. The first being a week and a half ago and the last being right before I hopped off at 3 in the morning U.S. timezone.

    Played almost every night since launch and NEVER seen this so far.

    Just jinxed myself though so will probably see this now upon logging in

  • Bro, they're working on it, just give them another 12 months ok. Back off

  • I'm sorry but your post about the message being tied into people leaving the game is wrong. Also, pvp\ pvp challenges isn't whats killing the player base, it's the amount of content. The hungering deep only added a new boss threat and some accessories. Apart from that, voyages are still repetitive and basic, islands are still pretty barren without anything to do in them\ no incentive to explore (caves are still small and simplistic in nature). Enemy types are limited, revolve around skeletons. Weapon customizability is basic and some are just different hues of the same thing. End game is the only thing that might hold some value, but again, has nothing to do with pve\ pvp connection. It's all in the lack of content

  • OP, and many others, actually, completely missed the point of the Hungering Deep campaign. It was a one off because it was a way to introduce new items and features - that’s it, that’s all it was meant to be. They said that repeatedly before it was released. It’ll be interesting once the Megalodon is no longer restricted to its one square.

    Yes, there needs to be more content; yes, more varied content, but bounties or other rewards for PvP alone will kill the game. It’s just not what this game is about. It seems that, on both ends of the spectrum (PvP & PvE), some people just don’t get the idea behind the game.

  • @entspeak I feel like it was the devs that missed the point. The game needed a complete overhaul with many game mechanics including voyages to increase in complexity or outright changed. An overall expansion in content to the current map. Instead we got a few cosmetics and a new boss battle with a one time limited event reward in order to keep us distracted for a bit longer. These are things the game should have had at its initial phase but is still lacking

  • did two 6 hour long sessions this week, wasn't migrated, saw more than 5 different boats each time, this means the game is super popular because my experience is proof of something despite the fact i provide no data or actual objective proof of what i'm saying

    nice blogpost post, op, nobody cares

  • It's hard to truly know the state the game is in, as you well know (Well, you should anyways.) the servers don't support a ton of players. I think the number is 24 or something, 6 ships total if I am not mistaken. So, if you get the message, it is entirely possible that people are jumping servers looking for friends, or possibly trying to get skull forts to pop up.

    Now don't get me wrong, I am not saying the game is in a bad spot, because I do believe the game is no where near the numbers it should be (Judging strictly by those launch numbers.) Multiple videos/posts/threads are speaking of the supporting notion of the game dying. However, RARE has not broken down and told the numbers as of yet and I honestly don't think they ever well. Why? It admits defeat and normally developers with so much time/money invested in a project don't do something like that.

    What is likely going to happen, is even if this ship is kind of stuck on a reef and likely not going to go anywhere anytime soon. You will probably have RARE working in the shadows to attempt to provide you with enough content to keep the playerbase interested. There is however a teeny, tiny, itsy bitsy little problem. They already lost a good portion of their playerbase.

    Now I know, I know, provide proof, but I am not going to do that. Simply google it if you want answers, I've posted it before, I am not posting it again. RARE's SoT's bit the players who expected "More" for their buck and instead got less with the promise of more. The players who accepted it, supported RARE's decision with "Shoulda done your research." responses and well...I don't think I have to tell you that the people they said it to, kind of up and disappeared, do I?

  • @rod-hardwood

    Mate, I agree with all these sentiments and suggestions on how to make this game better.

    Unfortunately, posts that don't praise the game, often get trashed and argued to death...

    I enjoyed reading your well written discussion, and your ideas sound fantastic!

    I sense that like myself, you had high hopes for this game, and were inherently disappointed, and want this game to improve only for the promise that the concept holds.

    Thanks for your input!

  • The game is very repetitive but I doubt "its dying" already. The activity will drop but afterwards it will remain mostly stable.

    Now that I solved Longbeard for myself I can finally do sh°° and guess what, I participated with several other players already in all kinds of adventures.
    Chest of Legends just a few hours ago.
    And now I am tired as sh°° but oh well, its almost 8 in the morning over here.

    Plus before this epic voyage... I engaged in very nooblike PvP in a 2-vs-2 battle, with 2 Sloops.
    I can totally see why people whine that the Seabattles are impossible without boarding.
    After two Sword-Dashs and missing the ladders by a hairs lenght alltough, hmmmm, yeah we just had to go somewhere anyway and ended the session.

    My point there are many people nearby all the time.
    And PvP'ers too. So this is how a dying game looks?
    Hell what will SoT look when its getting played (?)... lol.

    But no joke, this dumb xbox-app network is pathetic.
    Steam is so much superior.

  • @rod-hardwood sorry but you just may not like sot... but loooots of others do

  • i play everday sot n the last time i had this is 4 weeks ago ,its not a sign dude;).i had it even while beta sessions

  • @rod-hardwood Decent suggestions but I think you wasted your time here.

    Those suggestions have been made countless of times waaay back. Come back in 3 years to see how this game developed and hope that it will even make it this far.

  • @rod-hardwood a dit dans "The World is Changing" - Reason why Sea of Thieves is Dying :

    For those of you who managed to stick around this long and played the game in the last couple of weeks, you probably came across the server-swapping message informing you that the World is Changing. What this means is that the game has detected a complete absence of anyone in your area and has shifted you to another, more populated server. This is an undeniable sign that players are leaving this game as I've not encountered this once during the first 2 months after release. But now, it is not uncommon to sail for a good 30 minutes without seeing a single sail on the horizon.

    So what went wrong? (other than Hungering Deep, of course) Well, simply put, the developers have failed to create an entertaining end game, and those patient enough to grind to the legendary status have no further motivation to play. This came to be because they tried to make this game both PVE and PVP simultaneously, but have failed to capture the lasting allure of either. I'll try to explain both aspects below.

    Just wanted to say that the theory you have when you affirm that more of those server-swapping messages means that people are leaving SOT, is truly wrong.
    Why ?
    'cause since I began to play, first or second week after launch, I had this message 2 times in a week. Then it happened one more time 2 weeks ago. That's all. This argument is meaningless to explain that people are leaving.

    Even if surely, part of the player base is leaving, that just means this game is not for them. Good thing that many kids go back on Fortnite. Cause you can actually see many (older) players who like SOT and like the way it's evolving

  • @rod-hardwood

    Well worded post, though I disagree that the message is a sign of the game population dying as it simply didn't work for a while.

    That said, the severe lack of content for this game has been the cause of a steady flow of players dropping the game. I played pretty hard with my friends initially, but we all dropped off after a couple weeks since there's really nothing to do.

    I hopped on to do the Meg and was done with all of it in about an hour. I later tried to help my friend hop on and do it on 3 different occassions, but we could never find other crews who wanted to do it so he just gave up.

    The rewards really arent worth the time investment required for them and while the game is fun in certain circumstances, it simply doesnt have enough going on for a lot of people to maintain interest.

    The hardcore fanbase will chime in "Oh it's just not for you" and "You just don't get what this game is about" and tell you how fantastic this game is if you just "use your imagination" as though we are completely incompetent of making our own fun and haven't just run ourselves dry trying to make the game more interesting than it is. I've climbed every mountain, delved every cave, fought other players in every way I could concieve, destroyed my own ship in as many ways I could think to try, and more. I even played chess with animal cages once.

    If a game consistently requires me to put in more effort than the devs are willing to in order to make the game fun and engaging, then something is very wrong.

    Lots of people like to refer to this as a sandbox game to justify the lack of content. I strongly disagree as sandbox games generally offer a wide variety of tools for the player to interact with the world. SoT simply doesn't offer variety in any degree in it's current state.

    There are plenty of sandbox titles for me to mess around in that cost far less than the $89 (CAD) I paid for Sea of Thieves and offer far more in terms of replayability. Even Halo 5 has more variety thanks to it's forge mode. Everything from horror survival to pirate ship battles to bowling and more. I still get to make my own fun in those games, so it seems my imagination isnt the problem.

  • @rod-hardwood Well said, mate.

    I have suggested PvP bounty reps and a leader board showing kill / death ratios, ship battles won / lost ratios, etc.
    I have also suggested PvP tournaments on servers set aside for competition. The map could easily be divided by walls of rocks for one-on-one ship battle arenas.
    Or an entire map for fleets (guilds) to battle each other in either vessel formation not exceeding 12 players per team.
    3 x galleon crew of 4 each.
    2 x galleon crews of 4 plus 2 x sloop crews of 2 each.

    Although the numbers may need to be reduced to 8 players per team with fewer ships to help frame rates and server(s).
    2 x galleon crews of 4.
    1 x galleon crew of 4 plus 2 x sloop crews of 2 each.

    And since the release of THD I've suggested a mythical beast faction with it's own rep to increase the longevity of the megalodon and even add the kraken and any future inclusions.

    As for server migrations, although I still see some recent threads complaining of losing loot during migration, I haven't personally seen any server migration for a while.
    That might have a lot to do with what time of day / night you are playing and in which time zone.
    I just hope that I haven't jinxed myself now. lol

  • TLDR. I will simply say what others have already said, the server merge is not a sign of what you claim it is. I already got it in beta sometimes, and first few weeks of playing as well. It is simply supposed to merge two low population servers together, because both of them had people logging off. However it seemed to be usually broken after launch, and we could sometimes sail for hours on empty servers and do forts after other ships had logged off. Recently however, especially during HD I've been on servers where there are constantly other ships (6 ships is maximum), so I haven't gotten the merge message nor have I needed it. There's also just a manual solution if you end up on an empty server and want to find other ships: leave game and rejoin.

    BTW, seems funny to me, now as we just had our first event, and are about to launch into weekly events and waiting patiently for Cursed Sails, Forsaken Shores etc, that all the complainers about "no content" are making their last hurrah of whinging before they will be silenced forever. (Hopefully.) Hurry up boys, get your last whinges in before it's too late and we're drowning in content!

  • @rod-hardwood said in "The World is Changing" - Reason why Sea of Thieves is Dying:

    For those of you who managed to stick around this long and played the game in the last couple of weeks, you probably came across the server-swapping message informing you that the World is Changing. What this means is that the game has detected a complete absence of anyone in your area and has shifted you to another, more populated server. This is an undeniable sign that players are leaving this game as I've not encountered this once during the first 2 months after release. But now, it is not uncommon to sail for a good 30 minutes without seeing a single sail on the horizon.

    So what went wrong? (other than Hungering Deep, of course) Well, simply put, the developers have failed to create an entertaining end game, and those patient enough to grind to the legendary status have no further motivation to play. This came to be because they tried to make this game both PVE and PVP simultaneously, but have failed to capture the lasting allure of either. I'll try to explain both aspects below.

    PVE

    Single-player and multiplayer PVE games tend to make the experience last because they generally rely on a variety of quests, levelling, items, involved and difficult gameplay, or a captivating story to keep you playing. One can argue that SoT presently does not really have any of those elements. While I understand that the developers wanted to steer clear of offering metagame advantages through more powerful items or levels (a decision I strongly support), there are other ways to offer longevity. The shortage of quests and their limited involvement is noticeable after only a few hours of play. There can be way more things that players could be doing such as whale harpooning, raiding heavily defended forts, fishing, etc. Rare is presently making an assumption that simply adding more items for people to grind towards is appropriate. I'm sure there will be next set of Athena-type levels and treasures, requiring an even greater repetition of tedious tasks, but that is a very lazy way to artificially add gameplay. For ideas on what made great pirate games, one need simply look at the original Pirates, Sea Dogs, and Age of Pirates (all of which carry the same format).

    The Hungering Deep was an awful idea as a means to expand gameplay, because it simply doesn't. It could pass as a seasonal gimmick, but that's about it, and definitely not something that should be advertised as an "update". They have essentially offered a single quest, which could perhaps be ok if this was a single player RPG. But, for an online sandbox game, every update must include lasting gameplay features, not something you do once and never engage in again. And why would you? If they released a monster-hunting set of quests, then sure, but once you unlock everything, repetition carries no incentive. And those ludicrous community challenges such as "sitting on an explosive barrel next to 10 of each animal, playing a song drunk while the megalodon is dying behind you" are a desperate way to try and milk this already dead mega-long-d**g.

    If Rare really wanted to bring crews together, I can suggest what could have been (and still can be) done instead - a random, server-wide, repeating event where an armada of AI ships enters the map, carrying loads of treasure from one side of the map to the other, giving players a limited window in which they can engage them and steal the loot. Since the fleet would have considerable ships and be next to impossible to engage solo, crews from across the map would have to join forces to try take them on, often failing in the attempt. Obviously, sharing the loot afterwards would be yet another interesting scenario, but that's part of the fun, with everyone turning on one another and scrambling to get at least some of the floating treasure.

    To be fair, no matter how good, PVE games don't really have an engaging end game mechanic - the games with the longest life spans are predominantly PVP, as they allow the player to have fun from a repeatable yet always different engagement involving other human beings.

    PVP

    What makes any successful PVP game maintain momentum? Though SoT, indeed, does have the necessary fun PVP mechanic and gameplay, it lacks a core element - purpose. Other than looting and trolling there is really no satisfaction to be gained by engaging in PVP. PVP gamers want to be acknowledged for their skill, and that is remarkably easy to fix. There are two very simple ways to make the PVP a lot more enticing.

    The first is a bounty system. Players who kill other players should be accumulating a bounty based on how many players they kill and ships they sink before dying. Once they are killed by another player, that bounty is paid to their killer and reset, starting again. This bounty would carry over and accumulate between sessions and servers and remain with the player until dead. The better you are at PVP and the longer you last, the higher the bounty on your head will be, rising at an increasing rate with each kill. This is perfectly consistent with the nature of the game since being hunted is the default state of all pirates. This feature could be supplemented with a few minor tweaks to the game to accommodate and promote it, such as seeing the bounty of a player by viewing them with the spyglass, and by talking to the barkeep to let you know who the most wanted players are on the server and what island they were last seen at. Finally, having a separate faction branch called "Bounty Hunters" could complete the experience by also offering the traditional progression approach with players gaining XP with each bounty collected. If the developer are adamant on having an item that you have to hand in for your reward, they can easily make a slain pirate drop some kind of token which can submitted for their bounty and XP.

    The second is a leader board system which ties perfectly with the first. That will allow people to see how well they compare to other pirates . The primary board would be the bounty scale which shows how many kills and sunk ships the presently alive top pirates have accumulated. The key here is that the rating is only valid until you die, and is reset afterwards, as that is how the bounty should work. Having the board and bounty based on overall stats would rewards those who play the most instead of those who are the best. Secondary boards could include other, career-based stats, which do not contribute to the bounty.

    If the game is about being a notorious pirate, these two implementations would actually allow players to be recognized for their deeds (rather misdeeds) by other players. So if you see a player with a massive bounty on their head, you can gauge your odds and the rewards should you try to go after them. With these features, you could gain money and XP through PVP, and also gain a reputation which others could see. Simply put, you could actually come across a pirate you have heard of, which is what infamy is supposed to be about.

    Just to clarify, I am writing this not because I want to bash the game - I enjoyed playing it these last two months, but that feeling is vanishing quickly, and I would absolutely love it if this game was more than it currently is. I believe this is a great premise for a game which we have not seen before, but it is sadly underdeveloped and going to waste. As you sail the seas and are tragically moved to a different server due to absence of players, remember that the world IS, indeed, changing, but into one where people will soon completely give up on this game. Save it, please!

    I've never seen this message, but no doubt I will at one point.

    Your Idea's, most of them I have had myself, except the Armada of ships sailing across the map, i think that's a brilliant idea for content. Dev's need to read this if they ahven't already and get to working on it if not something similar, even if they select people to speak to about ideas. I know they listen, but dont always act.

    If they don;t start i think they will end up with a 'No Man's Sky' game, few people hanging in there playing it, but it dying as a game for the masses.

    Which would be a huge shame, i am still enjoying every minute of my time at the helm of my ship, even if it sinks. But I also haven;t spent a ton of time grinding rep. I work my way slowly through the quests and even tail off sometimes to follow someone to see if and how i can get their loot :) Pirates gotta Pirate.

    Great post.

  • @rod-hardwood lol the comments on this thread are funny. While 90% of them only read the title...I think you jumped the gun a bit on this mate. Lets see what happens at e3. They have a chance to win people back if they do it right. If they give us another HD then that's it... for me at least.

    I'm sure the game won't die completely for at least a year or until rare finished their road map.... the end game needs to be addressed and so does repeatability.

    Will see what happens after e3.

  • @rod-hardwood This happened to me on day one... Pretty sure it wasn't dying then and still isn't now.

  • @a-trusty-mango Only the skins for items are limited. The campaign and this two week period have been a prelude to the content that will be coming to the game for everyone. That was always the case and the devs have said as much from the start. The Speaking Trumpet, Drum, and Scars will be in the game after the two weeks are up, just not the Shark Hunter variety - the rest of the drums, trumpets, and scars are coming next week. The Megalodon and the Shark Hunter ship cosmetics will also remain in the game. So, what are they removing? The campaign? It was never meant to be permanent - it was merely a means of introducing the content that would be coming and rewarding those who took part with exclusive cosmetics.

    And this was always going to be a small content update - they also admitted this from the beginning. The real test of what they are going to do with content updates will be with the next DLC.

    As far as the game lacking things and the fact that many of these things should have been in from the start... I don’t disagree. As I’ve said elsewhere in these forums, having played Early Access games pretty much exclusively for the last few years, I recognized this for what it is very early on, and made my purchase decision accordingly - I still haven’t paid full price for the game. By the time I do - 4 months from now, the game may be in a state worth $60.

  • @rod-hardwood I know this is anecdotal but the only time have seen that message was in the Beta and the only time I have ever gone more than an hour without seeing another ship was also in the Beta.

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